Im developing an app for an iPhone and I found that the following code is causing the memory allocation to increment.
-(UIImage *)createRecipeCardImage:(Process *)objectTBD atIndex:(int)indx
{
[objectTBD retain];
// bringing the image for the background
UIImage *rCard = [UIImage imageNamed:#"card_bg.png"];
CGRect frame = CGRectMake(00.0f, 80.0f, 330.0f, 330.0f);
// creating he UIImage view to contain the recipe's data
UIImageView *imageView = [[UIImageView alloc] initWithFrame:frame];
imageView.image = rCard;
[rCard release];
imageView.userInteractionEnabled = YES;
float titleLabelWidth = 150.0;
float leftGutter = 5.0;
float titleYPos = 25.0;
float space = 3.0;
float leftYPos = 0;
// locating Title label
float currentHeight = [self calculateHeightOfTextFromWidth:objectTBD.Title :titleFont :titleLabelWidth :UILineBreakModeWordWrap];
UILabel *cardTitle = [[UILabel alloc]initWithFrame:CGRectMake(leftGutter, titleYPos, titleLabelWidth, currentHeight)];
cardTitle.lineBreakMode = UILineBreakModeWordWrap;
cardTitle.numberOfLines = 0;
cardTitle.font = titleFont;
cardTitle.text = objectTBD.Title;
cardTitle.backgroundColor = [UIColor clearColor];
[imageView addSubview:cardTitle];
[cardTitle release];
leftYPos = titleYPos + currentHeight + space;
// locating brown line
UIView *brownLine = [[UIView alloc] initWithFrame:CGRectMake(5.0, leftYPos, 150.0, 2.0)];
brownLine.backgroundColor = [UIColor colorWithRed:0.647 green:0.341 blue:0.122 alpha:1.0];
[imageView addSubview:brownLine];
[brownLine release];
leftYPos = leftYPos + 2 + space + space + space;
// creating the imageView to place the image
UIImageView *processPhoto = [[UIImageView alloc] initWithFrame:CGRectMake(leftGutter, leftYPos, 150, 150)];
if((uniqueIndex == indx) && (uniqueImg.imageData != nil))
{
if([uniqueImg.rcpIden isEqualToString:objectTBD.iden])
{
objectTBD.imageData = [NSString stringWithFormat:#"%#", uniqueImg.imageData];
[recipesFound replaceObjectAtIndex:indx withObject:objectTBD];
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
[imageData release];
processPhoto.image = rcpImage;
[rcpImage release];
}
}
else if(objectTBD.imageData != nil)
{
NSData * imageData = [NSData dataFromBase64String:objectTBD.imageData];
UIImage *rcpImage = [[UIImage alloc] initWithData:imageData];
processPhoto.image = rcpImage;
[rcpImage release];
[decodedBigImageDataPointers addObject:imageData];
}
else
{
UIImage * rcpImage = [UIImage imageNamed:#"default_recipe_img.png"];
processPhoto.image = rcpImage;
[rcpImage release];
}
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 1
[imageView addSubview:processPhoto];
NSlog(#" Process Photo Retain Count %i", [processPhoto retainCount]); // this prints a 2!!!!
//[processPhoto release]; // this line causes an error :(
// converting the UIImageView into a UIImage
UIGraphicsBeginImageContext(imageView.bounds.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[objectTBD release];
for(UIView *eachSubview in imageView.subviews)
{
[eachSubview removeFromSuperview];
NSLog(#"each subview retainCount %i despues", [eachSubview retainCount]);
// here I find that the processPhoto view has a retain count of 2 (all other views have their retain count in 1)
}
return viewImage;
}
When I checked at the instruments object allocation I found that the "GeneralBlock-9216" growing up.
Breaking down the row I found that every time I call this code, one instance of:
2 0x5083800 00:18.534 ImageIO initImageJPEG
is being allocated. Checking the call stack, the following line is highlighted:
UIImage * objImage = [UIImage imageWithData:imageData];
Any help to find what the error is?
As TechZen said, the imageWithXXX: methods cache the image inside of them while you run the program (though you release the instances after using). I recommend initWithXXX: and release API sets instead of imageWithXXX:.
Well, if you embed several debug log on your source code, check how many times is it called, and check the retain count of the instances.
As far as I can explain, that is all.
I hope you will solve the problem.
Does anyone have an answer for this? It's tearing me apart trying to figure out why this image information keeps lingering. I've tried every solution.
The situation:
Images get downloaded and stored to the device, then loaded with imageWithContentsOfFile (or even initWithContentsOfFile, which doesn't help either). When the view goes away, the images don't, but they don't show up as leaks, they're just this initImageJPEG Malloc 9.00 KB that never goes away and keeps ramping up.
UPDATE: I believe I've figured this out: Check to make sure everything is actually getting dealloc'd when you're releasing whatever the parents (and/or grandparents) and etc of the images are. If the parents don't get deallocated, they never let go of their children images, and whatever data was in those images sticks around. So check retain counts of parent objects and make sure that everything's going away all the way up whenever you release the view at the top.
A good way to check for this is to put NSLogs into custom classes' dealloc methods. If they never show up, that object isn't going away, even though the reference to it might, and it (and whatever its subviews and properties are) will never ever disappear. In the case of images, this means a pretty sizable allocation every time that object is generated and never deallocated. It might not show up in leaks, especially if the parent of the topmost object you're thinking you're releasing but actually aren't persists and doesn't itself ever deallocate.
I hope this helps. It'll be useful to take some time to read through your code with a fine-toothed comb to make sure you're allocating and releasing things properly. (Search for "alloc]", start at the top of the file, and work your way down to make sure you're releasing and that the release isn't inside of some if() or something.)
Also, running "Build and Analyze" might lock up your machine for a bit, but its results can be really helpful.
Good luck!
I think you're seeing UIImage cacheing images. There used there used to be a method something like initWithData:cache that let you turn the cacheing off. Now I think the system always caches the images automatically behind the scenes even after you've deallocted the specific instances.
I don't think its an error on your part. I think it's the system keeping data around in the OpenGl subsystem. Unless it causes a major leak, I don't think it is a problem.
Related
I m loading lots of rather large images in my viewcontroller, using
NSUInteger nimages = 0;
for (; ; nimages++) {
NSString *nameOfImage_ = #"someName";
NSString *imageName = [NSString stringWithFormat:#"%#%d.jpg", nameOfImage_, (nimages + 1)];
image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
//some other stuff....
[imageView release];
}
the usual unloading occurs in - (void)viewDidUnload and - (void)dealloc
with self.image = nil; and [image release];
It seems after a few "loading" and "unloading" the cache still grows to the point of no return!!
:)
and the app crashes...
any ideas??? how do i empty my cache? and where?
thanks
EDIT:
ok this is what i was doing wrong.
Apparently this piece of code fixes the whole caching problem:
image = [[UIImage imageNamed:imageName] autorelease];
with autorelease being the key here.
thanks for the replies...
Thank you all for your suggestions.
Solution:
Used ARC and imageWithContentsOffFile to initialize the Images.
image = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imageName ofType:nil]];
And Yes, imageNamed is only good for... well for nothing big...
image = [[UIImage imageNamed:imageName] autorelease];
This is incorrect. In keeping with the memory management rules, you shouldn't be releasing (or autoreleasing) the image because you didn't allocate or retain it. "imageNamed" doesn't contain "alloc", "new", "copy", or "retain".
As some of the other answers explain, you should load your images with a different method if you want more control over the memory they use.
imageNamed is an awful way to load images in reality, it never releases loaded images unless forced and keeps them in the cache forever. You should implement your own, more intelligent cache. A simple NSMutableDictionary gives the same functionality but with more flexibility.
For a more in-depth discussion you can read this: http://www.alexcurylo.com/blog/2009/01/13/imagenamed-is-evil/
Use another method to initialize you image. imageNamed caches.
Instead of using using imageNamed you can use imageWithContentsOfFile:
Or check this article
link 0
link 1
I've read a lot of UIScrollView with UIImageView threads here or other googled pages. But I still cannot get the problem I'm confronting. I'm having a cold right now. Hope I can still make it clear, lol. Here is the problem:
I'm building one app which mainly uses UIScrollView to display a few images. Here the amount counts, not the size, which is averagely 100KB(I even converted PNG to jpg, not sure whether it helps or not). With no more than 10 images, my app crashes with memory warning. This is the first time I encounter memory issue, which surprised me as the compiled app is less than 10MB.
At the very beginning, I load all the images on launch, looping all names of image files and do
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:imgName]];
[scrollview addSubview:imageView];
[imageView release];
If I'm right, I think after launch, all the images are in memory, right? But the funny thing here is, the app could launch without any problem(at most a level 1 memory warning). After I scroll a few images, it crashed. I checked leaks for sure and also allocations. No leak and allocation almost had no change during scrolling.
So, is there something special done by imageNamed rather than cache?
And then, yes, I turned to lazy load.
For fear of checking page and loading images on demand might jerk the scrolling(which was proved true), I used a thread which runs a loop to check offset of the scroll view and load/unload images.
I subclassed UIImageView by remembering the image name. It also contains loadImage and unloadImage which will be executed on that thread.
- (void)loadImage {
/if ([self.subviews count] == 0) {
UIImageView iv = [[UIImageView alloc] initWithImage:[UIImage imageNamed:self.imageName]];
[self performSelectorOnMainThread:#selector(renderImage:) withObject:iv waitUntilDone:NO];
//[self addSubview:iv];
[iv release];
}*/
if (self.image == nil) {
//UIImage *img = [UIImage imageNamed:self.imageName];
UIImage *img = [[UIImage alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[self.imageName stringByDeletingPathExtension] ofType:[self.imageName pathExtension]]];
// image must be set on main thread as UI rendering is main thread's responsibility
[self performSelectorOnMainThread:#selector(renderImage:) withObject:img waitUntilDone:NO];
[img release];
}
}
// render image on main thread
- (void)renderImage:(UIImage*)iv {
//[self addSubview:iv];
self.image = iv;
}
(void)unloadImage {
self.image = nil;
//[(UIView*)[self.subviews lastObject] removeFromSuperview];
}
You can see the commented code that I've played with.
In unloadImage, if I write [self.image release], then I get EXC_BAD_ACCESS, which is unexpected, as I think alloc and release are matched here.
The app still crashes with no leak. The initWithContentsOfFile version even crashed earlier than imageNamed version, and made the scrolling not that smooth.
I run the app on device. By checking allocations, I found imageNamed version used much less memory than initWithContentsOfFile version, though they both crash. Instruments also showed that the allocated images were 2,3 or 4, which indicated the lazy load did do his job.
I checked PhotoScroller of WWDC2010, but I don't think it solvs my problem. There is no zooming or huge picture involved.
Anybody helps! Thank you in advance.
The crash log says nothing. The app crashes mostly after memory warning level = 2. And if run on simulator, there will be no problem.
It doesn't matter which format do you use for your images. They're converted to bitmaps when you display them.
I'd suggest to use the technique similar to that one which is used by UITableView (hide the image and free the memory it uses when it disappears from the screen and instantiate the image only when you need to show it).
As an alternate way – if you need to show these images in a grid – you might take a look to a CATiledLayer.
Anyhow, loading all the images to the memory is not the best idea :)
You can load all the images to an array. And you can design a view having one image view and try the below code:
array name: examplearray and view name :exampleview
-(void)updateImagesInScrollView
{
int cnt = [examplearray count];
for(int j=0; j< cnt; ++j)
{
NSArray *nibContents = [[NSBundle mainBundle] loadNibNamed:#"exampleview"
owner:self
options:nil];
UIView *myView = [nibContents objectAtIndex:0];
exampleview * rview= (exampleview *)myView;
/* you can get your iamge from the array and set the image*/
rview.imageview.image = yourimage;
/*adding the view to your scrollview*/
[self.ScrollView addSubview:rview];
}
/* you need to set the content size of the scroll view */
self.ScrollView.contentSize = CGSizeMake(X, self.mHorizontalScrollView.contentSize.height);
}
I'm implementing an image browser, using a UIScrollView. Due to memory costranints, I've to implement image dynamic loading (I don't want use CATiled Layers because it forces user remaining waiting to load every tile).
I've tried in a coupe of ways:
- (UIImageView*) ldPageView{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
NSError *error;
NSData *imData = [NSData dataWithContentsOfURL:ldPageRef options:NSDataReadingUncached error:&error];
UIImage *im = [[UIImage alloc] initWithData:imData];
ldView = [[UIImageView alloc] initWithImage:im] ;
[ldView setFrame:pageRect];
[pool release]; // Release the objects in the pool.
return ldView;
}
And even in this way
- (UIImageView*) ldPageView{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool
CGDataProviderRef provider = CGDataProviderCreateWithURL ((CFURLRef)ldPageRef);
CGImageRef d = CGImageCreateWithJPEGDataProvider(provider,nil, true,kCGRenderingIntentDefault);
UIImage *im = [[UIImage alloc] initWithCGImage:d];
ldView = [[[UIImageView alloc] initWithImage:im] autorelease];
[im release];
CGDataProviderRelease(provider);
CGImageRelease(d);
[ldView setFrame:pageRect];
[pool release]; // Release the objects in the pool.
return ldView;
}
But every time I try it both on simulator and on iPad, memory explodes. I've runned my code with Instruments and no leak is reported. ldView is an istance variable and it is deallocated togheter with ldPageRef on object dealloc (which is called for sure).
I've also tried setting NSURLCache sharedCache to nil or to zero, but it is still happening.
I've read Memory management guide, but everythimg seems ok to me.
Please help
Try using
UIImage *im = [UIImage imageWithData:imData];
rather than
UIImage *im = [[UIImage alloc] initWithData:imData];
Always avoid allocs if possible otherwise you must ensure that you manually release the object.
More than likely it is how you are creating your UIImage. Try creating your image as such..
[UIImage imageWithData:imData];
instead of
[[UIImage alloc] initWithData:imData];
This will return a autoreleased object(it is a class method) so that you will not have to try to release it yourself later.
You are never releasing your alloc'd objects. You need to change:
[[UIImage alloc] initWithData:imData];
[[[UIImageView alloc] initWithImage:im];
to:
[[[UIImage alloc] initWithData:imData] autorelease];
[[[UIImageView alloc] initWithImage:im] autorelease] ;
Indeed I have found a memory leak in UIImageView. You just never pay any attention to it, since you may open images from the App package all the time, and these images are being cached by iOS.
But if you download a number of images from the network (say 40 iPhone-camera photos), save them to the documents and open them over and over again in a sub view controller, the memory leak applies. You do not need to have 40 different images, it is enough to load one image again and again.
Your test app is with ARC disabled and an image is being loaded from file and displayed in a sub view controller, every time that controller is being pushed.
In your sub view controller you'll create an UIImageView and assign the UIImage object to the image view's .image property. When you leave the sub view controller, you release the image view correctly. On an iPhone 4s your app won't open more than 80 images. Mine crashed at around 70 images (with iOS 6.1). And have a look on the intruments app, before the crash. The memory is full of CFMalloc blocks.
The solution I found is simple: Set the image property to nil, before you release the image view. Again, look at the instruments app. It now looks like what you'd expect and your app does no longer crash.
I think the same leak applies to whatever the UIWebView uses to display images and Apple doesn't know about it.
I posted another question similar. This is my old code as some ppl say it would be even better, but there i didnt found a solution to release the allocated memory.
imageArray_danceright = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"FrankieDanceRetime_0001.jpg"],
.. 40 images
[UIImage imageNamed:#"FrankieDanceRetime_00040.jpg"],nil];
imageArray_danceleft = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"FrankieDanceRetime_0041.jpg"],
.. 40 images
[UIImage imageNamed:#"FrankieDanceRetime_00080.jpg"],nil];
imageArray_stand= [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"FrankieSingtRetime_0001.jpg"],
[UIImage imageNamed:#"FrankieSingtRetime_0002.jpg"],
[UIImage imageNamed:#"FrankieSingtRetime_0003.jpg"],nil];
//start animation
myimageview.animationImages = imageArray_stand;
myimageview.animationDuration = 0.23;
myimageview.contentMode = UIViewContentModeBottomLeft;
myimageview.animationRepeatCount = 0.0;
myimageview.image = [myimageview.animationImages objectAtIndex:1];
[myimageview startAnimating];
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
touch = [[event allTouches] anyObject];
if ([touch view] == overlay_fuesserechts) {
[myimageview setAnimationImages:imageArray_danceright];
myimageview.animationDuration = 2.0;
myimageview.contentMode = UIViewContentModeBottomLeft;
myimageview.animationRepeatCount = 1;
[myimageview startAnimating];
}
if ([touch view] == overlay_fuesselinks) {
[myimageview setAnimationImages:imageArray_danceleft];
myimageview.animationDuration = 2.0;
myimageview.contentMode = UIViewContentModeBottomLeft;
myimageview.animationRepeatCount = 1;
[myimageview startAnimating];
}
Its works fine.. just when i look in Instrument/Allocation, it does not release the memory.
It starts with 8mb for the 'stand' anim, goes up to 32mb for fuesserechts and when i click fuesselinks it goes up to 55mb (i have 6 more anim.. so a few more and it just crash)
When I do set [myimageview setAnimationImages:nil]; (in touchesBegan) for each setAnimationImages ... i still does not release the Memory. All Allocatoins Overall bytes, still increase.
When I do set [myimageview.animationImages release]; in (touchesbegan) for each setAnimationImages... it even crash after a few touches.
Thanks
Chris
Ok, now I see your original code I think I see where the advice came from. Instead of imageNamed: you might want to use imageWithContentsOfFile: (as you did in your earlier question). The former caches its images whereas the latter does not. I'm not convinced this is your problem here though.
What is less clear is where this code fits into your bigger system. I presume the first stretch of code (all the imageNamed: calls) is in an init method? Is that the case?
Is the //start animation section really in the same method, or somewhere else. This is not clear because you then include your touchesBegan: method in its entirety.
You also don't show where myimageview is being created - and who owns it. If you create it within the same class then you should also be releasing it in dealloc. Talking of dealloc it seems to be missing from this version - was that only in the new version? You need it here (more so).
I know its hard to post snippets of code unambiguously - but in this case I think these are the things that need clarification.
If your setup code (the imageNamed: stretch) is being called every time that may well explain it - as might the lack of releasing myimageview.
In this code, it looks like you're possibly initializing three arrays each click but you never release them so the arrays just stack up in memory. Alternatively, you may not be actually retaining the arrays at all. I can't tell because code provided where the arrays are initialized has no context to the rest of the class.
You should make the arrays of images retained properties of the class so that you only initialize them once. Use the self. notation to access them properly so that they are retained. Release them only in the class' deallocation method.
Don't ever send a release to another object's properties. Each object should exclusively manage its own memory use. In this case sending the UIImageView's animationImages property release is a big error. It will almost always cause a crash.
As an aside, it's dangerous to initialize the arrays with a large numbers of of imageNamed calls. If something goes wrong with a particular image, you will have a hard time tracking the error down. Instead, use a mutable array and build the array with a for loop. Doing so will make the code more compact and make errors obvious.
Instruments' Leaks tells me that this UIImage is leaking:
UIImage *image = [[UIImage alloc] initWithContentsOfFile:[imagesPath stringByAppendingPathComponent:[NSString stringWithFormat:#"/%#.png", [postsArrayID objectAtIndex:indexPath.row]]]];
// If image contains anything, set cellImage to image. If image is empty, try one more time or use noImage.png, set in IB
if (image != nil){
// If image != nil, set cellImage to that image
cell.cellImage.image = image;
}
image = nil;
[image release];
(class cell (custom table view cell) also releases cellImage in dealloc method).
I haven't got a clue of why it's leaking, but it certainly is.
The images gets loaded multiple times in a cellForRowAtIndexPath:-method. The first three cells' image does not leak (130px high, all the space avaliable).
Leaks gives me no other info than that a UIImage allocated here in the code leaks.
Can you help me figure it out? Thanks :)
The code you have there would be correct if image was a #property. You can release a #property by doing self.property = nil because of the way the setter works. The setter releases the old object and sets the ivar to the value. In order to fix this you would need to put [image release] first. What is happening here is that you set image to nil and then you are essentially doing [nil release]. The old image is just floating around somewhere. So to fix this do the following:
[image release];
image = nil;
You are setting it to nil before calling release. So you are releasing nil instead of image.
Change from:
image = nil;
[image release];
to:
[image release];
image = nil;
Little bit code modification
UIImage *image = [[UIImage alloc] initWithContentsOfFile:[imagesPath
stringByAppendingPathComponent:[NSString stringWithFormat:#"/%#.png",
[postsArrayID objectAtIndex:indexPath.row]]]];
if (image){
cell.cellImage.image = image;
[image release];